+zendik, +!far, +!aven (13)
Enchant land
Enchanted land is a 3/3 black Ooze creature. It's still a land.
When enchanted land dies, return that card to its owner's hand.
Enchanted land is a 4/2 red Beast creature with trample. It's still a land.
+1: Until end of turn, Gideon, Ally of Zendikar becomes a 5/5 Human Soldier Ally creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
0: Create a 2/2 white Knight Ally creature token.
−4: You get an emblem with "Creatures you control get +1/+1."
Enchanted land is a 2/6 white Wall creature with defender. It's still a land.
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Zendikar enters the battlefield, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
+1: Create a 0/1 green Plant creature token.
−2: Put a +1/+1 counter on each creature you control.
−7: You gain X life and draw X cards, where X is the number of lands you control.
Enchanted land is a 4/4 Elemental creature with reach and haste. It's still a land.
Reach
: Create a 3/3 green Beast creature token.
, Exile Soul of Zendikar from your graveyard: Create a 3/3 green Beast creature token.
Enchanted land is a 6/4 green Elemental creature. It's still a land.
Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land.
Zendikar Incarnate's power is equal to the number of lands you control.
Whenever you tap a land for mana, add one mana of any type that land produced. (The types of mana are white, blue, black, red, green, and colorless.)
Whenever you cast a creature spell, draw a card.
Landfall — Whenever a land enters the battlefield under your control, create a 2/2 green Elemental creature token.
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